Re: Animation File Formats in RS V7

2009-12-23 Thread Vesa Meskanen

Hi,


attached is the daumenkino scene.


Thanks for contribution!


Is there a solution to free the RAM
after each frame in RS :-?

Checked with RS6 and RS7, same
problem, memory usage is growing and growing.


Sounds like a memory leak bug. I will check this out, will be fixed in SP1 
release for v7.


Best regards,
Vesa



Re: Animation File Formats in RS V7

2009-12-23 Thread Matthias Kappenberg
That would be really great :-)

Because now you can run out of memory
while rendering longer animations :-(

Very frustrating if I have a overnight render
which is then unfinished the next morning ;-)

Matthias


- Original Message - 
From: Vesa Meskanen v...@realsoft.com
To: user-list@light.realsoft3d.com
Sent: Wednesday, December 23, 2009 11:14 AM
Subject: Re: Animation File Formats in RS V7


 Hi,
 
 attached is the daumenkino scene.
 
 Thanks for contribution!
 
 Is there a solution to free the RAM
 after each frame in RS :-?

 Checked with RS6 and RS7, same
 problem, memory usage is growing and growing.
 
 Sounds like a memory leak bug. I will check this out, will be fixed in SP1 
 release for v7.
 
 Best regards,
 Vesa
 




Re: Animation File Formats in RS V7

2009-12-19 Thread Matthias Kappenberg
Just downloaded v7

OpenEXR is working fine in my opinion.
(I only have to fiddle out the channel naming ;-)

Matthias


- Original Message - 
From: Neil Cooke n...@neilcookegraphics.co.nz
To: user-list@light.realsoft3d.com
Sent: Saturday, December 19, 2009 12:46 AM
Subject: Re: Animation File Formats in RS V7


 Off Topic:
 
 the list is alive  kickin'
 
 I agree !!!
 
 . I have never believed otherwise. It's there for genuine help I feel 
 and so reassuring to know that there is massive expertise willing to give 
 that help.
 
 Thanks to all!!!
 
  back to it here :-)
 
 N.
 
 - Original Message - 
 From: Mark atha...@casema.nl
 To: user-list@light.realsoft3d.com
 Sent: Saturday, December 19, 2009 12:35 PM
 Subject: Re: Animation File Formats in RS V7
 
 
 Overwhelming good advice Neil, the list is alive  kickin' :)

 Just to add a bit: rendering reflection and other channels to separate 
 16bit
 layers would be very handy, you don't need to re-render the whole thing
 again when finetuning, just adjust the layers in the post 
 processing/editing
 software. I haven't delved into this deeply yet but it's high on the
 list-to-do! If memory serves, Tim Borgmann made a tutorial about this.

 OpenEXR sounds fantastic, but does it have layers like PSD? A great 
 addition
 whatever, RS has been designed for high dynamic range internally since 
 V4 -
 they look years ahead. Neil, strange that it doesn't appear in the 
 available
 output objects, though. They advertize it, it should be somewhere ;)

 -Mark H

 -
 In v6 it seems as if Photoshop files are the way to go if you need
 more than eight bits per channel. In RS it seems to support 16 bits at
 least.

 What you do is go to the Output objects tab of the select window and
 create a new Photoshop object. Then set the option for 16 bit and
 you can use this for rendering.

 In the talks with the TV company I mentioned, the SGI RGB format was
 identified as capable of deeper channels. Of course, this format isn't
 in RS as far as I know.

 When it comes to choosing an eight bit format, I suggest that you go
 PNG. That has lossless compression and is license free. *wink*

 Best regards,
 Fredrik


 
 
 
 
 
 
 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.427 / Virus Database: 270.14.113/2573 - Release Date: 12/18/09 
 07:35:00
 




Re: Animation File Formats in RS V7

2009-12-19 Thread Neil Cooke
OpenEXR is working fine in my opinion.

Sorry ... my bad. 

For some absurd reason I missed it in the dialogue box of render options in the 
one file I looked at. 

So, for me, even better so far as getting projects broadcast, etc. Great news 
Matt, and thanks for putting me right on it!!

Neil Cooke




From: Matthias Kappenberg m...@the-dimension.com
To: user-list@light.realsoft3d.com
Sent: Sun, 20 December, 2009 4:11:15 AM
Subject: Re: Animation File Formats in RS V7

Just downloaded v7

OpenEXR is working fine in my opinion.
(I only have to fiddle out the channel naming ;-)

Matthias


- Original Message - 
From: Neil Cooke n...@neilcookegraphics.co.nz
To: user-list@light.realsoft3d.com
Sent: Saturday, December 19, 2009 12:46 AM
Subject: Re: Animation File Formats in RS V7


 Off Topic:
 
 the list is alive  kickin'
 
 I agree !!!
 
 . I have never believed otherwise. It's there for genuine help I feel 
 and so reassuring to know that there is massive expertise willing to give 
 that help.
 
 Thanks to all!!!
 
  back to it here :-)
 
 N.
 
 - Original Message - 
 From: Mark atha...@casema.nl
 To: user-list@light.realsoft3d.com
 Sent: Saturday, December 19, 2009 12:35 PM
 Subject: Re: Animation File Formats in RS V7
 
 
 Overwhelming good advice Neil, the list is alive  kickin' :)

 Just to add a bit: rendering reflection and other channels to separate 
 16bit
 layers would be very handy, you don't need to re-render the whole thing
 again when finetuning, just adjust the layers in the post 
 processing/editing
 software. I haven't delved into this deeply yet but it's high on the
 list-to-do! If memory serves, Tim Borgmann made a tutorial about this.

 OpenEXR sounds fantastic, but does it have layers like PSD? A great 
 addition
 whatever, RS has been designed for high dynamic range internally since 
 V4 -
 they look years ahead. Neil, strange that it doesn't appear in the 
 available
 output objects, though. They advertize it, it should be somewhere ;)

 -Mark H

 -
 In v6 it seems as if Photoshop files are the way to go if you need
 more than eight bits per channel. In RS it seems to support 16 bits at
 least.

 What you do is go to the Output objects tab of the select window and
 create a new Photoshop object. Then set the option for 16 bit and
 you can use this for rendering.

 In the talks with the TV company I mentioned, the SGI RGB format was
 identified as capable of deeper channels. Of course, this format isn't
 in RS as far as I know.

 When it comes to choosing an eight bit format, I suggest that you go
 PNG. That has lossless compression and is license free. *wink*

 Best regards,
 Fredrik


 
 
 
 
 
 
 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.427 / Virus Database: 270.14.113/2573 - Release Date: 12/18/09 
 07:35:00
 


RE: Animation File Formats in RS V7

2009-12-19 Thread Frank Bueters
Hi,
 
I've followed this thread with interest. Where did you say you find the
OpenEXR output option, under file/render/available formats? If so, did
OpenEXR come as part of the RS3D installation, or was it already on your
computer? To the best of my knowledge one has to install MS Visual Studio
just to read/write this file format, or is there an easier way?
 
Regards,  Frank
 
 
OpenEXR is working fine in my opinion.


Sorry ... my bad. 

For some absurd reason I missed it in the dialogue box of render options in
the one file I looked at. 

So, for me, even better so far as getting projects broadcast, etc. Great
news Matt, and thanks for putting me right on it!!

Neil Cooke


  _  

From: Matthias Kappenberg m...@the-dimension.com
To: user-list@light.realsoft3d.com
Sent: Sun, 20 December, 2009 4:11:15 AM
Subject: Re: Animation File Formats in RS V7

Just downloaded v7

OpenEXR is working fine in my opinion.
(I only have to fiddle out the channel naming ;-)

Matthias


- Original Message - 
From: Neil Cooke n...@neilcookegraphics.co.nz
To: user-list@light.realsoft3d.com
Sent: Saturday, December 19, 2009 12:46 AM
Subject: Re: Animation File Formats in RS V7


 Off Topic:
 
 the list is alive  kickin'
 
 I agree !!!
 
 . I have never believed otherwise. It's there for genuine help I feel 
 and so reassuring to know that there is massive expertise willing to give 
 that help.
 
 Thanks to all!!!
 
  back to it here :-)
 
 N.
 
 - Original Message - 
 From: Mark atha...@casema.nl
 To: user-list@light.realsoft3d.com
 Sent: Saturday, December 19, 2009 12:35 PM
 Subject: Re: Animation File Formats in RS V7
 
 
 Overwhelming good advice Neil, the list is alive  kickin' :)

 Just to add a bit: rendering reflection and other channels to separate 
 16bit
 layers would be very handy, you don't need to re-render the whole thing
 again when finetuning, just adjust the layers in the post 
 processing/editing
 software. I haven't delved into this deeply yet but it's high on the
 list-to-do! If memory serves, Tim Borgmann made a tutorial about this.

 OpenEXR sounds fantastic, but does it have layers like PSD? A great 
 addition
 whatever, RS has been designed for high dynamic range internally since 
 V4 -
 they look years ahead. Neil, strange that it doesn't appear in the 
 available
 output objects, though. They advertize it, it should be somewhere ;)

 -Mark H

 -
 In v6 it seems as if Photoshop files are the way to go if you need
 more than eight bits per channel. In RS it seems to support 16 bits at
 least.

 What you do is go to the Output objects tab of the select window and
 create a new Photoshop object. Then set the option for 16 bit and
 you can use this for rendering.

 In the talks with the TV company I mentioned, the SGI RGB format was
 identified as capable of deeper channels. Of course, this format isn't
 in RS as far as I know.

 When it comes to choosing an eight bit format, I suggest that you go
 PNG. That has lossless compression and is license free. *wink*

 Best regards,
 Fredrik


 
 



 
 
 
 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.427 / Virus Database: 270.14.113/2573 - Release Date:
12/18/09 
 07:35:00
 






Re: Animation File Formats in RS V7

2009-12-19 Thread Vesa Meskanen
Hi,
  I've followed this thread with interest. Where did you say you find the 
OpenEXR output option, under file/render/available formats? If so, did OpenEXR 
come as part of the RS3D installation, or was it already on your computer? To 
the best of my knowledge one has to install MS Visual Studio just to read/write 
this file format, or is there an easier way?
A quick note: The new startup project has OpenEXR example included, but if you 
load old projects, a new v7 specific object type is naturally not included. 

Just go to the Output tab of the select window and create an OpenEXR object 
using  the New/OpenEXR popup menu. Then set appropriate options for it using 
the property window.

I hope this helps!


Kind regards,
Vesa

RE: Re: Animation File Formats in RS V7

2009-12-19 Thread Frank Bueters
Got it! In a new project OpenEXR is at the top of the list of available
formats. Thank you very much for the message, and for the output option.
 
Frank 

I've followed this thread with interest. Where did you say you find the
OpenEXR output option, under file/render/available formats? If so, did
OpenEXR come as part of the RS3D installation, or was it already on your
computer? To the best of my knowledge one has to install MS Visual Studio
just to read/write this file format, or is there an easier way?

A quick note: The new startup project has OpenEXR example included, but if
you load old projects, a new v7 specific object type is naturally not
included. 
 
Just go to the Output tab of the select window and create an OpenEXR object
using  the New/OpenEXR popup menu. Then set appropriate options for it using
the property window.
 
I hope this helps!
 
 
Kind regards,
Vesa



Re: Animation File Formats in RS V7

2009-12-19 Thread Neil Cooke
if you load old projects, a new v7 specific object type is naturally not 
included

This is what I had done with OpenEXR and yet I knew I had seen it as a file 
output option ... obviously in a new project!!

Thanks Vesa!!





From: Vesa Meskanen v...@realsoft.com
To: user-list@light.realsoft3d.com
Sent: Sun, 20 December, 2009 7:08:36 AM
Subject: Re: Animation File Formats in RS V7

 
Hi,
I've followed this thread with interest. Where did you say 
  you find the OpenEXR output option, under file/render/available formats? If 
  so, did OpenEXR come as part of the RS3D installation, or was it already 
  on your computer? To the best of my knowledge one has to install MS Visual 
  Studio just to read/write this file format, or is there an easier 
  way?
A quick 
note: The new startup project has OpenEXR example included, but if you 
load old projects, a new v7 specific object type is naturally not included. 
 
Just go to the Output tab of the select window and create an OpenEXR 
object using  the New/OpenEXR popup menu. Then set appropriate options for 
it using the property window.
 
I hope this helps!
 
 
Kind regards,
Vesa

Re: Animation File Formats in RS V7

2009-12-19 Thread Neil Cooke
if you load old projects, a new v7 specific object type is naturally not 
included

My work around on this with V6 has been to set up a start-up file and import 
only objects and materials (usually) when working on an old project in a new 
UI, upgrade, etc. But V7 is still too new for me and my systems havent quite 
caught up!!! 

OpenEXR seems to need a reader that I probably dont have but it can be the 
choice from Production Houses. This will mean checking for poor frames to 
re-render might not be in-house. Not an issue I need to address until someone 
decides they want this thing I'm doing but reassuring to know OpenEXR is an 
option!!! 

Neil Cooke




From: Neil Cooke ne...@xtra.co.nz
To: user-list@light.realsoft3d.com
Sent: Sun, 20 December, 2009 8:01:22 AM
Subject: Re: Animation File Formats in RS V7


if you load old projects, a new v7 specific object type is naturally not 
included

This is what I had done with OpenEXR and yet I knew I had seen it as a file 
output option . obviously in a new project!!

Thanks Vesa!!





From: Vesa Meskanen v...@realsoft.com
To: user-list@light.realsoft3d.com
Sent: Sun, 20 December, 2009 7:08:36 AM
Subject: Re: Animation File Formats in RS V7

 
Hi,
I've followed this thread with interest. Where did you say 
  you find the OpenEXR output option, under file/render/available formats? If 
  so, did OpenEXR come as part of the RS3D installation, or was it already 
  on your computer? To the best of my knowledge one has to install MS Visual 
  Studio just to read/write this file format, or is there an easier 
  way?
A quick 
note: The new startup project has OpenEXR example included, but if you 
load old projects, a new v7 specific object type is naturally not included. 
 
Just go to the Output tab of the select window and create an OpenEXR 
object using  the New/OpenEXR popup menu. Then set appropriate options for 
it using the property window.
 
I hope this helps!
 
 
Kind regards,
Vesa

RE: Animation File Formats in RS V7

2009-12-19 Thread Frank Bueters
Not being able to view your own output must be akward. But Realsoft's very
own Show Image can show any image format supported by Realsoft 3D. It can
also compose and show temporary image boxes generated by distributed network
rendering (excerpt from the manual). It works with openexr too, I just
tried.
 
Frank



OpenEXR seems to need a reader that I probably dont have but it can be the
choice from Production Houses. This will mean checking for poor frames to
re-render might not be in-house. Not an issue I need to address until
someone decides they want this thing I'm doing but reassuring to know
OpenEXR is an option!!! 

Neil Cooke



Re: Animation File Formats in RS V7

2009-12-18 Thread Mark

Hey Neil,
I always render separate frames, bmp or tga if an alpha channel is required. 
Usually HD 1280x720.
It's up to the production house to process these frames as required, it 
would seem strange to me if they can't handle separate frames.
Also, sometimes the occasional frame contains render artifacts, it would be 
hard to correct this if all you have is an avi. If making an avi, I use the 
and widely used Xvid codec.


Good luck, please show the result when ready!

-Mark H


--

Hi List,

I need to know the best animation output file type in RS V7 for Production 
Houses to do additional work on.


I have been rendering to AVI's at present but have now learnt that AVI and 
video formats, even when uncompressed are no good. I may be wrong in this. 
The end result is probably TV, but film specifications would be handy to 
learn of as well.


Urgent help on this please.

Many Thanks

Neil Cooke 



Re: Animation File Formats in RS V7

2009-12-18 Thread Neil Cooke
You just saved a life there Mark.

Very many thanks.

Looks like the .bmp is what I'll do. 

I had been using the PAL 720x576 but I will shift to the 1280x720 as you 
recommend. 

I shudder to think what this will do to render times and file sizes but there 
is no other way to go so I best get on with it!!

I think I will still do the scribble renders in ...avi. Compressed since they 
are only for checking.

I am two weeks into a project and it is going very well. I might post random 
takes on YouTube but have no wish to put the whole story out there until it has 
been to market. A tight budget here so I best get back to it!!

Thanks again,

Neil Cooke




From: Mark atha...@casema.nl
To: user-list@light.realsoft3d.com
Sent: Sat, 19 December, 2009 10:27:58 AM
Subject: Re: Animation File Formats in RS V7

Hey Neil,
I always render separate frames, bmp or tga if an alpha channel is required. 
Usually HD 1280x720.
It's up to the production house to process these frames as required, it would 
seem strange to me if they can't handle separate frames.
Also, sometimes the occasional frame contains render artifacts, it would be 
hard to correct this if all you have is an avi. If making an avi, I use the and 
widely used Xvid codec.

Good luck, please show the result when ready!

-Mark H


--

Hi List,

I need to know the best animation output file type in RS V7 for Production 
Houses to do additional work on.

I have been rendering to AVI's at present but have now learnt that AVI and 
video formats, even when uncompressed are no good. I may be wrong in this. The 
end result is probably TV, but film specifications would be handy to learn of 
as well.

Urgent help on this please.

Many Thanks

Neil Cooke 


Re: Animation File Formats in RS V7

2009-12-18 Thread Neil Cooke
Another question please  what frames per second do Production Houses run to?

N.




From: Neil Cooke ne...@xtra.co.nz
To: user-list@light.realsoft3d.com
Sent: Sat, 19 December, 2009 10:41:16 AM
Subject: Re: Animation File Formats in RS V7


You just saved a life there Mark.

Very many thanks.

Looks like the .bmp is what I'll do. 

I had been using the PAL 720x576 but I will shift to the 1280x720 as you 
recommend. 

I shudder to think what this will do to render times and file sizes but there 
is no other way to go so I best get on with it!!

I think I will still do the scribble renders in .avi. Compressed since they are 
only for checking.

I am two weeks into a project and it is going very well. I might post random 
takes on YouTube but have no wish to put the whole story out there until it has 
been to market. A tight budget here so I best get back to it!!

Thanks again,

Neil Cooke




From: Mark atha...@casema.nl
To: user-l...@light.realsoft3d...com
Sent: Sat, 19 December, 2009 10:27:58 AM
Subject: Re: Animation File Formats in RS V7

Hey Neil,
I always render separate frames, bmp or tga if an alpha channel is required. 
Usually HD 1280x720.
It's up to the production house to process these frames as required, it would 
seem strange to me if they can't handle separate frames.
Also, sometimes the occasional frame contains render artifacts, it would be 
hard to correct this if all you have is an avi. If making an avi, I use the and 
widely used Xvid codec.

Good luck, please show the result when ready!

-Mark H


--

Hi List,

I need to know the best animation output file type in RS V7 for Production 
Houses to do additional work on.

I have been rendering to AVI's at present but have now learnt that AVI and 
video formats, even when uncompressed are no good. I may be wrong in this. The 
end result is probably TV, but film specifications would be handy to learn of 
as well.

Urgent help on this please.

Many Thanks

Neil Cooke 


Re: Animation File Formats in RS V7

2009-12-18 Thread Matthias Kappenberg
Hi Neil,

if they need it for postproduction in Nuke or Fusion
maybe openexr is the best solution
(because of floatingpoint channels, maybe for depth compositing)

If they only need it for simple postproduction tasks,
compressed tga with alpha channel can do a good job, too.
Because tga has a lossless compression.

If they're working with Adobe products like AE, a layered Photoshop
sequence can be a good thing, too.

Some additional links to film formats:
http://en.wikipedia.org/wiki/HDTV

Maybe you should ask them if they need progressive or interlaced
images :-?

Matthias


  - Original Message - 
  From: Neil Cooke 
  To: user-list@light.realsoft3d.com 
  Sent: Friday, December 18, 2009 10:41 PM
  Subject: Re: Animation File Formats in RS V7


  You just saved a life there Mark.


  Very many thanks.


  Looks like the .bmp is what I'll do. 


  I had been using the PAL 720x576 but I will shift to the 1280x720 as you 
recommend. 


  I shudder to think what this will do to render times and file sizes but there 
is no other way to go so I best get on with it!!


  I think I will still do the scribble renders in .avi. Compressed since they 
are only for checking.


  I am two weeks into a project and it is going very well. I might post random 
takes on YouTube but have no wish to put the whole story out there until it has 
been to market. A tight budget here so I best get back to it!!


  Thanks again,


  Neil Cooke



--
  From: Mark atha...@casema.nl
  To: user-l...@light.realsoft3d...com
  Sent: Sat, 19 December, 2009 10:27:58 AM
  Subject: Re: Animation File Formats in RS V7

  Hey Neil,
  I always render separate frames, bmp or tga if an alpha channel is required. 
Usually HD 1280x720.
  It's up to the production house to process these frames as required, it would 
seem strange to me if they can't handle separate frames.
  Also, sometimes the occasional frame contains render artifacts, it would be 
hard to correct this if all you have is an avi. If making an avi, I use the and 
widely used Xvid codec.

  Good luck, please show the result when ready!

  -Mark H


  --

  Hi List,

  I need to know the best animation output file type in RS V7 for Production 
Houses to do additional work on.

  I have been rendering to AVI's at present but have now learnt that AVI and 
video formats, even when uncompressed are no good. I may be wrong in this. The 
end result is probably TV, but film specifications would be handy to learn of 
as well.

  Urgent help on this please.

  Many Thanks

  Neil Cooke 


Re: Animation File Formats in RS V7

2009-12-18 Thread fre...@gmail.com
I fear that production companies might want even higher resolutions
than that. Scaling down to the 720p50 or 1080p50 formats, used for TV
broadcasting, is just the last step for distribution over the
networks. In movie theatres, I think that the output format is still
mostly 1080p24, but in the production line, the resolution and
possibly also the frame rate is higher to allow more processing.

Also, in some productions, a broadcast company might not even be
satisfied with eight bits per channel but require use of 16 bits per
channel for RGB images in the production line.

I assume that you will have to verify with the company in question
what they would need for each particular production. When it comes to
demo reels and similar, I suppose that 720p50 and 1080p50 would be
just fine as what I assume you want to show off is a finished product
and not a step in the production chain.

I may be completely off base here, this information is based on weak
memories from talks with a local TV company and the talks were not
related to CG content.

Best Regards,
Fredrik

2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Hi Neil,

 if they need it for postproduction in Nuke or Fusion
 maybe openexr is the best solution
 (because of floatingpoint channels, maybe for depth compositing)

 If they only need it for simple postproduction tasks,
 compressed tga with alpha channel can do a good job, too.
 Because tga has a lossless compression.

 If they're working with Adobe products like AE, a layered Photoshop
 sequence can be a good thing, too.

 Some additional links to film formats:
 http://en.wikipedia.org/wiki/HDTV

 Maybe you should ask them if they need progressive or interlaced
 images :-?

 Matthias



 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 10:41 PM
 Subject: Re: Animation File Formats in RS V7
 You just saved a life there Mark.
 Very many thanks.
 Looks like the .bmp is what I'll do.
 I had been using the PAL 720x576 but I will shift to the 1280x720 as you
 recommend.
 I shudder to think what this will do to render times and file sizes but
 there is no other way to go so I best get on with it!!
 I think I will still do the scribble renders in .avi. Compressed since they
 are only for checking.
 I am two weeks into a project and it is going very well. I might post random
 takes on YouTube but have no wish to put the whole story out there until it
 has been to market. A tight budget here so I best get back to it!!
 Thanks again,
 Neil Cooke
 
 From: Mark atha...@casema.nl
 To: user-l...@light.realsoft3d...com
 Sent: Sat, 19 December, 2009 10:27:58 AM
 Subject: Re: Animation File Formats in RS V7

 Hey Neil,
 I always render separate frames, bmp or tga if an alpha channel is required.
 Usually HD 1280x720.
 It's up to the production house to process these frames as required, it
 would seem strange to me if they can't handle separate frames.
 Also, sometimes the occasional frame contains render artifacts, it would be
 hard to correct this if all you have is an avi. If making an avi, I use the
 and widely used Xvid codec.

 Good luck, please show the result when ready!

 -Mark H


 --

 Hi List,

 I need to know the best animation output file type in RS V7 for Production
 Houses to do additional work on.

 I have been rendering to AVI's at present but have now learnt that AVI and
 video formats, even when uncompressed are no good. I may be wrong in this.
 The end result is probably TV, but film specifications would be handy to
 learn of as well.

 Urgent help on this please.

 Many Thanks

 Neil Cooke




Re: Animation File Formats in RS V7

2009-12-18 Thread Neil Cooke
Hi All,

Other folk have pointed me at OpenEXR but it doesnt seem to be in the 
available formats in RS V7 but then I probably just dont know what to look 
for.

I have heard that movie wants 2000 pixel widths.

And yes, the word so far confirms that 8bit is useless for Production Houses 
and 16bit is not the best either ... but 32bit gives them all the room they 
need for grading etc. 

... and yes, most certainly I will talk with any Production folk before doing 
anything. My scare was that RS simply didnt have an export format that could be 
used but that is wrong. 

Very many thanks folks!!

Smiles here!!!




From: fre...@gmail.com fre...@gmail.com
To: user-list@light.realsoft3d.com
Sent: Sat, 19 December, 2009 11:22:36 AM
Subject: Re: Animation File Formats in RS V7

I fear that production companies might want even higher resolutions
than that. Scaling down to the 720p50 or 1080p50 formats, used for TV
broadcasting, is just the last step for distribution over the
networks. In movie theatres, I think that the output format is still
mostly 1080p24, but in the production line, the resolution and
possibly also the frame rate is higher to allow more processing.

Also, in some productions, a broadcast company might not even be
satisfied with eight bits per channel but require use of 16 bits per
channel for RGB images in the production line.

I assume that you will have to verify with the company in question
what they would need for each particular production. When it comes to
demo reels and similar, I suppose that 720p50 and 1080p50 would be
just fine as what I assume you want to show off is a finished product
and not a step in the production chain.

I may be completely off base here, this information is based on weak
memories from talks with a local TV company and the talks were not
related to CG content.

Best Regards,
Fredrik

2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Hi Neil,

 if they need it for postproduction in Nuke or Fusion
 maybe openexr is the best solution
 (because of floatingpoint channels, maybe for depth compositing)

 If they only need it for simple postproduction tasks,
 compressed tga with alpha channel can do a good job, too.
 Because tga has a lossless compression.

 If they're working with Adobe products like AE, a layered Photoshop
 sequence can be a good thing, too.

 Some additional links to film formats:
 http://en.wikipedia.org/wiki/HDTV

 Maybe you should ask them if they need progressive or interlaced
 images :-?

 Matthias



 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 10:41 PM
 Subject: Re: Animation File Formats in RS V7
 You just saved a life there Mark.
 Very many thanks.
 Looks like the .bmp is what I'll do...
 I had been using the PAL 720x576 but I will shift to the 1280x720 as you
 recommend.
 I shudder to think what this will do to render times and file sizes but
 there is no other way to go so I best get on with it!!
 I think I will still do the scribble renders in .avi. Compressed since they
 are only for checking.
 I am two weeks into a project and it is going very well. I might post random
 takes on YouTube but have no wish to put the whole story out there until it
 has been to market. A tight budget here so I best get back to it!!
 Thanks again,
 Neil Cooke
 
 From: Mark atha...@casema.nl
 To: user-l...@light.realsoft3d...com
 Sent: Sat, 19 December, 2009 10:27:58 AM
 Subject: Re: Animation File Formats in RS V7

 Hey Neil,
 I always render separate frames, bmp or tga if an alpha channel is required.
 Usually HD 1280x720.
 It's up to the production house to process these frames as required, it
 would seem strange to me if they can't handle separate frames.
 Also, sometimes the occasional frame contains render artifacts, it would be
 hard to correct this if all you have is an avi. If making an avi, I use the
 and widely used Xvid codec.

 Good luck, please show the result when ready!

 -Mark H


 --

 Hi List,

 I need to know the best animation output file type in RS V7 for Production
 Houses to do additional work on.

 I have been rendering to AVI's at present but have now learnt that AVI and
 video formats, even when uncompressed are no good. I may be wrong in this.
 The end result is probably TV, but film specifications would be handy to
 learn of as well.

 Urgent help on this please.

 Many Thanks

 Neil Cooke


Re: Animation File Formats in RS V7

2009-12-18 Thread Matthias Kappenberg
Just ordered a v7 to get a closer look at the formats ;-)

Matthias
  - Original Message - 
  From: Neil Cooke 
  To: user-list@light.realsoft3d.com 
  Sent: Friday, December 18, 2009 11:31 PM
  Subject: Re: Animation File Formats in RS V7


  Hi All,


  Other folk have pointed me at OpenEXR but it doesnt seem to be in the 
available formats in RS V7 but then I probably just dont know what to look 
for.


  I have heard that movie wants 2000 pixel widths.


  And yes, the word so far confirms that 8bit is useless for Production Houses 
and 16bit is not the best either ... but 32bit gives them all the room they 
need for grading etc. 


  ... and yes, most certainly I will talk with any Production folk before doing 
anything. My scare was that RS simply didnt have an export format that could be 
used but that is wrong. 


  Very many thanks folks!!


  Smiles here!!!



--
  From: fre...@gmail.com fre...@gmail.com
  To: user-list@light.realsoft3d.com
  Sent: Sat, 19 December, 2009 11:22:36 AM
  Subject: Re: Animation File Formats in RS V7

  I fear that production companies might want even higher resolutions
  than that. Scaling down to the 720p50 or 1080p50 formats, used for TV
  broadcasting, is just the last step for distribution over the
  networks. In movie theatres, I think that the output format is still
  mostly 1080p24, but in the production line, the resolution and
  possibly also the frame rate is higher to allow more processing.

  Also, in some productions, a broadcast company might not even be
  satisfied with eight bits per channel but require use of 16 bits per
  channel for RGB images in the production line.

  I assume that you will have to verify with the company in question
  what they would need for each particular production. When it comes to
  demo reels and similar, I suppose that 720p50 and 1080p50 would be
  just fine as what I assume you want to show off is a finished product
  and not a step in the production chain.

  I may be completely off base here, this information is based on weak
  memories from talks with a local TV company and the talks were not
  related to CG content.

  Best Regards,
  Fredrik

  2009/12/18 Matthias Kappenberg m...@the-dimension.com:
   Hi Neil,
  
   if they need it for postproduction in Nuke or Fusion
   maybe openexr is the best solution
   (because of floatingpoint channels, maybe for depth compositing)
  
   If they only need it for simple postproduction tasks,
   compressed tga with alpha channel can do a good job, too.
   Because tga has a lossless compression.
  
   If they're working with Adobe products like AE, a layered Photoshop
   sequence can be a good thing, too.
  
   Some additional links to film formats:
   http://en.wikipedia.org/wiki/HDTV
  
   Maybe you should ask them if they need progressive or interlaced
   images :-?
  
   Matthias
  
  
  
   - Original Message -
   From: Neil Cooke
   To: user-list@light.realsoft3d.com
   Sent: Friday, December 18, 2009 10:41 PM
   Subject: Re: Animation File Formats in RS V7
   You just saved a life there Mark.
   Very many thanks.
   Looks like the .bmp is what I'll do.
   I had been using the PAL 720x576 but I will shift to the 1280x720 as you
   recommend.
   I shudder to think what this will do to render times and file sizes but
   there is no other way to go so I best get on with it!!
   I think I will still do the scribble renders in .avi. Compressed since they
   are only for checking.
   I am two weeks into a project and it is going very well. I might post random
   takes on YouTube but have no wish to put the whole story out there until it
   has been to market. A tight budget here so I best get back to it!!
   Thanks again,
   Neil Cooke
   
   From: Mark atha...@casema.nl
   To: user-l...@light.realsoft3d...com
   Sent: Sat, 19 December, 2009 10:27:58 AM
   Subject: Re: Animation File Formats in RS V7
  
   Hey Neil,
   I always render separate frames, bmp or tga if an alpha channel is required.
   Usually HD 1280x720.
   It's up to the production house to process these frames as required, it
   would seem strange to me if they can't handle separate frames.
   Also, sometimes the occasional frame contains render artifacts, it would be
   hard to correct this if all you have is an avi. If making an avi, I use the
   and widely used Xvid codec.
  
   Good luck, please show the result when ready!
  
   -Mark H
  
  
   --
  
   Hi List,
  
   I need to know the best animation output file type in RS V7 for Production
   Houses to do additional work on.
  
   I have been rendering to AVI's at present but have now learnt that AVI and
   video formats, even when uncompressed are no good. I may be wrong in this.
   The end result is probably TV, but film specifications would be handy to
   learn of as well.
  
   Urgent help

Re: Animation File Formats in RS V7

2009-12-18 Thread fre...@gmail.com
In v6 it seems as if Photoshop files are the way to go if you need
more than eight bits per channel. In RS it seems to support 16 bits at
least.

What you do is go to the Output objects tab of the select window and
create a new Photoshop object. Then set the option for 16 bit and
you can use this for rendering.

In the talks with the TV company I mentioned, the SGI RGB format was
identified as capable of deeper channels. Of course, this format isn't
in RS as far as I know.

When it comes to choosing an eight bit format, I suggest that you go
PNG. That has lossless compression and is license free. *wink*

Best regards,
Fredrik


2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Just ordered a v7 to get a closer look at the formats ;-)

 Matthias

 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 11:31 PM
 Subject: Re: Animation File Formats in RS V7
 Hi All,
 Other folk have pointed me at OpenEXR but it doesnt seem to be in the
 available formats in RS V7 but then I probably just dont know what to look
 for.
 I have heard that movie wants 2000 pixel widths.
 And yes, the word so far confirms that 8bit is useless for Production Houses
 and 16bit is not the best either ... but 32bit gives them all the room they
 need for grading etc.
 ... and yes, most certainly I will talk with any Production folk before
 doing anything. My scare was that RS simply didnt have an export format that
 could be used but that is wrong.
 Very many thanks folks!!
 Smiles here!!!
 
 From: fre...@gmail.com fre...@gmail.com
 To: user-list@light.realsoft3d.com
 Sent: Sat, 19 December, 2009 11:22:36 AM
 Subject: Re: Animation File Formats in RS V7

 I fear that production companies might want even higher resolutions
 than that. Scaling down to the 720p50 or 1080p50 formats, used for TV
 broadcasting, is just the last step for distribution over the
 networks. In movie theatres, I think that the output format is still
 mostly 1080p24, but in the production line, the resolution and
 possibly also the frame rate is higher to allow more processing.

 Also, in some productions, a broadcast company might not even be
 satisfied with eight bits per channel but require use of 16 bits per
 channel for RGB images in the production line.

 I assume that you will have to verify with the company in question
 what they would need for each particular production. When it comes to
 demo reels and similar, I suppose that 720p50 and 1080p50 would be
 just fine as what I assume you want to show off is a finished product
 and not a step in the production chain.

 I may be completely off base here, this information is based on weak
 memories from talks with a local TV company and the talks were not
 related to CG content.

 Best Regards,
 Fredrik

 2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Hi Neil,

 if they need it for postproduction in Nuke or Fusion
 maybe openexr is the best solution
 (because of floatingpoint channels, maybe for depth compositing)

 If they only need it for simple postproduction tasks,
 compressed tga with alpha channel can do a good job, too.
 Because tga has a lossless compression.

 If they're working with Adobe products like AE, a layered Photoshop
 sequence can be a good thing, too.

 Some additional links to film formats:
 http://en.wikipedia.org/wiki/HDTV

 Maybe you should ask them if they need progressive or interlaced
 images :-?

 Matthias



 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 10:41 PM
 Subject: Re: Animation File Formats in RS V7
 You just saved a life there Mark.
 Very many thanks.
 Looks like the .bmp is what I'll do.
 I had been using the PAL 720x576 but I will shift to the 1280x720 as you
 recommend.
 I shudder to think what this will do to render times and file sizes but
 there is no other way to go so I best get on with it!!
 I think I will still do the scribble renders in .avi. Compressed since
 they
 are only for checking.
 I am two weeks into a project and it is going very well. I might post
 random
 takes on YouTube but have no wish to put the whole story out there until
 it
 has been to market. A tight budget here so I best get back to it!!
 Thanks again,
 Neil Cooke
 
 From: Mark atha...@casema.nl
 To: user-l...@light.realsoft3d...com
 Sent: Sat, 19 December, 2009 10:27:58 AM
 Subject: Re: Animation File Formats in RS V7

 Hey Neil,
 I always render separate frames, bmp or tga if an alpha channel is
 required.
 Usually HD 1280x720.
 It's up to the production house to process these frames as required, it
 would seem strange to me if they can't handle separate frames.
 Also, sometimes the occasional frame contains render artifacts, it would
 be
 hard to correct this if all you have is an avi. If making an avi, I use
 the
 and widely used Xvid codec.

 Good luck, please show the result

Re: Animation File Formats in RS V7

2009-12-18 Thread Matthias Kappenberg
Tiff has 16bit support in RS v6, too ;-)

Matthias


- Original Message - 
From: fre...@gmail.com
To: user-list@light.realsoft3d.com
Sent: Friday, December 18, 2009 11:53 PM
Subject: Re: Animation File Formats in RS V7


 In v6 it seems as if Photoshop files are the way to go if you need
 more than eight bits per channel. In RS it seems to support 16 bits at
 least.
 
 What you do is go to the Output objects tab of the select window and
 create a new Photoshop object. Then set the option for 16 bit and
 you can use this for rendering.
 
 In the talks with the TV company I mentioned, the SGI RGB format was
 identified as capable of deeper channels. Of course, this format isn't
 in RS as far as I know.
 
 When it comes to choosing an eight bit format, I suggest that you go
 PNG. That has lossless compression and is license free. *wink*
 
 Best regards,
 Fredrik
 
 
 2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Just ordered a v7 to get a closer look at the formats ;-)

 Matthias

 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 11:31 PM
 Subject: Re: Animation File Formats in RS V7
 Hi All,
 Other folk have pointed me at OpenEXR but it doesnt seem to be in the
 available formats in RS V7 but then I probably just dont know what to look
 for.
 I have heard that movie wants 2000 pixel widths.
 And yes, the word so far confirms that 8bit is useless for Production Houses
 and 16bit is not the best either ... but 32bit gives them all the room they
 need for grading etc.
 ... and yes, most certainly I will talk with any Production folk before
 doing anything. My scare was that RS simply didnt have an export format that
 could be used but that is wrong.
 Very many thanks folks!!
 Smiles here!!!
 
 From: fre...@gmail.com fre...@gmail.com
 To: user-list@light.realsoft3d.com
 Sent: Sat, 19 December, 2009 11:22:36 AM
 Subject: Re: Animation File Formats in RS V7

 I fear that production companies might want even higher resolutions
 than that. Scaling down to the 720p50 or 1080p50 formats, used for TV
 broadcasting, is just the last step for distribution over the
 networks. In movie theatres, I think that the output format is still
 mostly 1080p24, but in the production line, the resolution and
 possibly also the frame rate is higher to allow more processing.

 Also, in some productions, a broadcast company might not even be
 satisfied with eight bits per channel but require use of 16 bits per
 channel for RGB images in the production line.

 I assume that you will have to verify with the company in question
 what they would need for each particular production. When it comes to
 demo reels and similar, I suppose that 720p50 and 1080p50 would be
 just fine as what I assume you want to show off is a finished product
 and not a step in the production chain.

 I may be completely off base here, this information is based on weak
 memories from talks with a local TV company and the talks were not
 related to CG content.

 Best Regards,
 Fredrik

 2009/12/18 Matthias Kappenberg m...@the-dimension.com:
 Hi Neil,

 if they need it for postproduction in Nuke or Fusion
 maybe openexr is the best solution
 (because of floatingpoint channels, maybe for depth compositing)

 If they only need it for simple postproduction tasks,
 compressed tga with alpha channel can do a good job, too.
 Because tga has a lossless compression.

 If they're working with Adobe products like AE, a layered Photoshop
 sequence can be a good thing, too.

 Some additional links to film formats:
 http://en.wikipedia.org/wiki/HDTV

 Maybe you should ask them if they need progressive or interlaced
 images :-?

 Matthias



 - Original Message -
 From: Neil Cooke
 To: user-list@light.realsoft3d.com
 Sent: Friday, December 18, 2009 10:41 PM
 Subject: Re: Animation File Formats in RS V7
 You just saved a life there Mark.
 Very many thanks.
 Looks like the .bmp is what I'll do.
 I had been using the PAL 720x576 but I will shift to the 1280x720 as you
 recommend.
 I shudder to think what this will do to render times and file sizes but
 there is no other way to go so I best get on with it!!
 I think I will still do the scribble renders in .avi. Compressed since
 they
 are only for checking.
 I am two weeks into a project and it is going very well. I might post
 random
 takes on YouTube but have no wish to put the whole story out there until
 it
 has been to market. A tight budget here so I best get back to it!!
 Thanks again,
 Neil Cooke
 
 From: Mark atha...@casema.nl
 To: user-l...@light.realsoft3d...com
 Sent: Sat, 19 December, 2009 10:27:58 AM
 Subject: Re: Animation File Formats in RS V7

 Hey Neil,
 I always render separate frames, bmp or tga if an alpha channel is
 required.
 Usually HD 1280x720.
 It's up to the production house to process these frames as required, it
 would seem strange to me

Re: Animation File Formats in RS V7

2009-12-18 Thread Mark

Overwhelming good advice Neil, the list is alive  kickin' :)

Just to add a bit: rendering reflection and other channels to separate 16bit 
layers would be very handy, you don't need to re-render the whole thing 
again when finetuning, just adjust the layers in the post processing/editing 
software. I haven't delved into this deeply yet but it's high on the 
list-to-do! If memory serves, Tim Borgmann made a tutorial about this.


OpenEXR sounds fantastic, but does it have layers like PSD? A great addition 
whatever, RS has been designed for high dynamic range internally since V4 - 
they look years ahead. Neil, strange that it doesn't appear in the available 
output objects, though. They advertize it, it should be somewhere ;)


-Mark H

-
In v6 it seems as if Photoshop files are the way to go if you need
more than eight bits per channel. In RS it seems to support 16 bits at
least.

What you do is go to the Output objects tab of the select window and
create a new Photoshop object. Then set the option for 16 bit and
you can use this for rendering.

In the talks with the TV company I mentioned, the SGI RGB format was
identified as capable of deeper channels. Of course, this format isn't
in RS as far as I know.

When it comes to choosing an eight bit format, I suggest that you go
PNG. That has lossless compression and is license free. *wink*

Best regards,
Fredrik




Re: Animation File Formats in RS V7

2009-12-18 Thread Neil Cooke

Off Topic:


the list is alive  kickin'


I agree !!!

. I have never believed otherwise. It's there for genuine help I feel 
and so reassuring to know that there is massive expertise willing to give 
that help.


Thanks to all!!!

 back to it here :-)

N.

- Original Message - 
From: Mark atha...@casema.nl

To: user-list@light.realsoft3d.com
Sent: Saturday, December 19, 2009 12:35 PM
Subject: Re: Animation File Formats in RS V7



Overwhelming good advice Neil, the list is alive  kickin' :)

Just to add a bit: rendering reflection and other channels to separate 
16bit

layers would be very handy, you don't need to re-render the whole thing
again when finetuning, just adjust the layers in the post 
processing/editing

software. I haven't delved into this deeply yet but it's high on the
list-to-do! If memory serves, Tim Borgmann made a tutorial about this.

OpenEXR sounds fantastic, but does it have layers like PSD? A great 
addition
whatever, RS has been designed for high dynamic range internally since 
V4 -
they look years ahead. Neil, strange that it doesn't appear in the 
available

output objects, though. They advertize it, it should be somewhere ;)

-Mark H

-
In v6 it seems as if Photoshop files are the way to go if you need
more than eight bits per channel. In RS it seems to support 16 bits at
least.

What you do is go to the Output objects tab of the select window and
create a new Photoshop object. Then set the option for 16 bit and
you can use this for rendering.

In the talks with the TV company I mentioned, the SGI RGB format was
identified as capable of deeper channels. Of course, this format isn't
in RS as far as I know.

When it comes to choosing an eight bit format, I suggest that you go
PNG. That has lossless compression and is license free. *wink*

Best regards,
Fredrik









No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 8.5.427 / Virus Database: 270.14.113/2573 - Release Date: 12/18/09 
07:35:00




RE: animation

2008-07-16 Thread Arjo Rozendaal
Thank you all for the kind words!

 

@Mark:

Motion blur has been done with the ReelSmart Motion Blur plugin for After
Effects.

This is a very nice plugin, no need to render subsamples per frame.

And you can adjust the amount of blur interactively.

This plugin can create motionblur based on the movement of pixels inside the
image sequence.

But you get best results when you've got a motion vector image.

With this image RSMB knows how much to blur in which direction.

Unfortunately Realsoft cannot output such files at the moment.

I already suggested support for such output ;)

 

AA was at its standard (best) setting, no scaling. Well, for this mpeg it
was scaled down from 720x576 to 512 x288.

Anyway I'll show two images as they were rendered (rendered with a 1.422
pixel aspect ratio):

www.xs4all.nl/~joly/temp/autostill_Rend.jpg

www.xs4all.nl/~joly/temp/autostill_AE.jpg

The first is the pure render.

The second shows the final frame as adjusted with After Effects.

To keep rendertimes as low as possible I chose to use simple hard shadows. I
rendered a multipass sequence, and then blurred the shadowpass in AE to make
it a bit softer.

Not an entirely perfect solution as you can see around the tires of the car,
but it hardly shows in the animation ;)

 

Of course (beside the motionblur) this would be renderable in RS too.

But it will be quite a bit slower. Not the normal way of rendering I mean,
but network rendering. Network rendering with RS is great for stills, but
not for animation.

The overhead of sending parts of each frame to all the servers is not very
efficient. C4D breaks the animation into sequences and sends these to the
servers.

The still above, took about 2 minutes to render on a 2,4 GHz quadcore

 

Arjo.

 

Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Mark Heuymans
Verzonden: dinsdag 15 juli 2008 22:58
Aan: user-list@light.realsoft3d.com
Onderwerp: Re: animation

 

Nice, very smooth and detailed animation! Motion blur, excellent AA... Was
it scaled down?
I wonder if this would be renderable in RS, or is it too slow...

 

BTW the mill you showed earlier is great too :) forgot to congratulate
you...

 

-Mark

 

 

Hi,

 

Some of you asked to show the animation with the road and trees.

I made a short movie out of it. It's still 15 Mb though.

www.xs4all.nl/~joly/temp/n50project.mpg

 

Arjo.



Re: animation

2008-07-16 Thread Mark Heuymans
Arjo, thanks for the detailed explanations, this mail goes into the archive!
I'll have to invest in software to keep up...

-Mark




  Thank you all for the kind words!

   

  @Mark:

  Motion blur has been done with the ReelSmart Motion Blur plugin for After 
Effects.

  This is a very nice plugin, no need to render subsamples per frame.

  And you can adjust the amount of blur interactively.

  This plugin can create motionblur based on the movement of pixels inside the 
image sequence.

  But you get best results when you've got a motion vector image.

  With this image RSMB knows how much to blur in which direction.

  Unfortunately Realsoft cannot output such files at the moment.

  I already suggested support for such output ;)

   

  AA was at its standard (best) setting, no scaling. Well, for this mpeg it was 
scaled down from 720x576 to 512 x288.

  Anyway I'll show two images as they were rendered (rendered with a 1.422 
pixel aspect ratio):

  www.xs4all.nl/~joly/temp/autostill_Rend.jpg

  www.xs4all.nl/~joly/temp/autostill_AE.jpg

  [snip]


Re: animation

2008-07-15 Thread Alasdair
  - Original Message - 
  From: Arjo Rozendaal 
  To: reallist 
  Sent: Tuesday, July 15, 2008 1:16 PM
  Subject: animation


  Hi,

   

  Some of you asked to show the animation with the road and trees.

  I made a short movie out of it. It's still 15 Mb though.

  www.xs4all.nl/~joly/temp/n50project.mpg

   

  Arjo.



superb a brilliant animation
Alasdair


RE: animation

2008-07-15 Thread Jason Saunders
Nice job Arjo
 
Regards
 
Jason
 
 
  _  

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Arjo Rozendaal
Sent: 15 July 2008 13:16
To: reallist
Subject: animation
 
Hi,
 
Some of you asked to show the animation with the road and trees.
I made a short movie out of it. It's still 15 Mb though.
www.xs4all.nl/~joly/temp/n50project.mpg
 
Arjo.


Re: animation

2008-07-15 Thread Jan Schmitz
Great animation, Arjo!




Hi,



 Some of you asked to show the animation with the road and trees.

 I made a short movie out of it. It's still 15 Mb though…

 www.xs4all.nl/~joly/temp/n50project.mpghttp://www.xs4all.nl/%7Ejoly/temp/n50project.mpg



 Arjo.



Re: animation

2008-07-15 Thread Neil Cooke
Really nice, many thanks Arjo.
  - Original Message - 
  From: Arjo Rozendaal 
  To: reallist 
  Sent: Wednesday, July 16, 2008 12:16 AM
  Subject: animation


  Hi,

   

  Some of you asked to show the animation with the road and trees.

  I made a short movie out of it. It's still 15 Mb though.

  www.xs4all.nl/~joly/temp/n50project.mpg

   

  Arjo.


Re: animation

2008-07-15 Thread Mark Heuymans
Nice, very smooth and detailed animation! Motion blur, excellent AA... Was it 
scaled down?
I wonder if this would be renderable in RS, or is it too slow...

BTW the mill you showed earlier is great too :) forgot to congratulate you...

-Mark


  Hi,

   

  Some of you asked to show the animation with the road and trees.

  I made a short movie out of it. It's still 15 Mb though.

  www.xs4all.nl/~joly/temp/n50project.mpg

   

  Arjo.


Re: animation

2008-07-15 Thread Zaug

Arjo Rozendaal wrote:

Hi,

 


Some of you asked to show the animation with the road and trees.

I made a short movie out of it. It's still 15 Mb though.

www.xs4all.nl/~joly/temp/n50project.mpg

 


Arjo.


  

Nice! and inspiring.
ThankZ for posting it.

Zaug


Re: Animation as 3D texture

2006-11-24 Thread Vesa Meskanen

Hello,



I'm trying to use an animation as a 3d texture, but I can't think of a
way to use map coords' z axis as an input instead of time. I even
tried to choreograph the current frame index with map z as input, but
it didn't work. Any ideas?


I cant's see a way to achieve this with the existing VSL objects. Maybe a 
new '3D bitmap' VSL object is needed. In other words, a 3D array of channel 
data which could be initialized from a texture sequence (or manually by 
typing the array values).


Best regards,
Vesa